Last week I was at the 5th International Conference on Japan Game Studies, Replaying Japan 2017. You can see my conference notes here. The conference was held in the Strong Museum of Play which has a terrific video game collection and exhibit. (I vote for holding all conferences in museums!)
The British Council has developed a bilingual (English/Turkish) digital exhibit of British Art. The exhibit remediates the gallery/museum as interface, which is not new, but the designers have included other visitors moving around, looking at art and so on. It gives it a more human feel. That said, I found it harder to actually get to the art. I couldn’t move from painting on the wall to the next one without stepping back and then in.
I finally got around to downloading and playing Rez Infinite on the PS4. This is an upgraded (hi-res) version of the original which SEGA released for the Playstation 2 and Dreamcast in 2001. The game is a beautiful rail shooter and a music game which produces trance like electronic music (and vibrations) as you play. There is a traveller mode where you don’t die and you can just make music and travel through the spaces. I found myself wanting to repeat levels to continue the beat.
The new 2016 version for the PS4 support VR (though I don’t have it). It also has an extra level called “Area X” which, while more sophisticated, lacks the charming Tron-like graphic imagination of the rest. It would be interesting to map all the references to Tron in Rez – it too places you as a hacker going through a computing landscape.
Polygon has a story on the Rez producer Tetsuya Mizuguchi on his return to music games. The story mentions a Synesthesia Suit (PDF) created to go with VR games like Rez Infinite. Below is a video from Siggraph 2016 to show (feel) of the suit’s capabilities. I’m intrigued by this intersection of art and game around music.
And here is link to a video showing the suit.
From Humanist I learned about Rhizome’s Net Art Anthology. For two years they be exhibiting net art works. There are already a couple up there and you can get an email update when a new one gets posted.
The design of the site is simple and loud in a way that reminds me of the early days of the web.
From Twitter I learned about dhQuest – a game of digital humanities. In the game I played (with just one player) I had three characters (a researcher, a librarian, and a technologist) that I deployed to complete quests as I built a digital humanities centre. Very nicely done.
They know is a must see design project by Christian Gross from the Interface Design Programme at University of Applied Sciences in Potsdam (FHP), Germany. The idea behind the project, described in the They Know showcase for FHP, is,
I could see in my daily work how difficult it was to inform people about their privacy issues. Nobody seemed to care. My hypothesis was that the whole subject was too complex. There were no examples, no images that could help the audience to understand the process behind the mass surveillance.
The answer is to mock up a design fiction of an NSA surveillance dashboard based on what we know and then a video describing a fictional use of it to track an architecture student from Berlin. It seems to me the video and mock designs nicely bring together a number of things we can infer about the tools they have.
Past Visions: penned by Frederick William IV is a lovely visualization of hist historical sketches and doodles. The visualization has a rich prospect view where you see miniatures of all the sketches arranged over time. You can pan in and out or use the keywords to see subsets. There is information available about each sketch (in German.)
This visualization was developed by the research project VIKUS – Visualising Cultural Collections at the University of Applied Sciences Potsdam. Thanks to Johanna for introducing it to us.
I’ve been meaning to blog this 2014 use of Voyant Tools for some time. Which Words Are Used To Describe White And Black NFL Prospects?. Deadspin did a neat project where they gathered pre-drafting scout reports on black and white football players and then analyzed them with Voyant showing how some words are used more for white or black players.
Panopticonopolis (try saying it) by Misha Lepetic has mostly entries on cities, some of which appear in 3 Quarks Daily. Another article on The Forgotten Archipelago asks what happened to the Soviet ZATP cities – the special purpose, closed and hidden cities set up for secret research. What happened when the Soviet Union collapsed and the federal government could no longer fund these single-purpose cities?
I was led to the panopticonopolis from an article on Blob Justice, Part 1 which looks at the herd shaming that is taking place on the Internet starting with Cecil the lion. I can’t help wondering if this sort of Internet stampede is related to gamergate and Anonymous.
From a New Scientist article I learned about Traсes. Traces lets you leave a bundle of information (like a song and some greetings) for someone at a particular GPS location (and at a particular time.) You can thus use it to add gifts for other people to find. It strikes me a neat use of augmented reality. I can imagine all sorts of uses for it beyond gifts:
- One could use it to leave information about a place.
- It could be used by artists to leave AR works as imagined by William Gibson in Spook Country.
- One could create alternate reality games with it.
Alas, it is not available in the Canadian App Store.